Molten Vortex
splashing blue for Dispel and Day's Undoing.
Inspired by Loading Ready Run's video: Friday Nights: The Long Road, which can be found here:
www.youtube.com/watch?v=S1cc--B34z4
Guide:
Mulligan until you find a
Molten Vortex
. You want to dig until you hit blue lands and Day's Undoing. Have at least 3 lands out and burn with the rest. Kill creatures before land in most cases. Once you have exhausted your land in hand, cast Day's Undoing. Repeat.
Tips:
The draw effects can also help you find sideboard cards as well.
Kill small creatures first. You want to reduce a clock if possible, because you are a clock unto yourself.
You can just cycle draw cards for land if necessary.
Never activate
Molten Vortex
on your turn. Always do it during combat on their turn, or during their endstep.
Dispel Should be used aggressively. You can bring more in if there are a lot of targets. People don't play a lot of mainboard enchantment removal. The main one is Dromoka's Command. If your opponent is playing G/W, consider saving your Dispel.
If you think that your opponent has a lot of enchantment removal, prioritize finding more
Molten Vortex
with your draw spells.
Cards:
Mountain: Shock
Island: Blue splash, also Shock
Shivan Reef
: Blue splash and red mana for
Molten Vortex
, also Shock
Molten Vortex
: ALL THE LANDS ARE SHOCKS
Dispel: Mainboard protection for your
Molten Vortex
Tormenting Voice: Finds your blue splash and your Day's Undoing
Magmatic Insight: Finds your blue splash and your Day's Undoing
Day's Undoing: Draw 7 cards for three mana,
Molten Vortex
's ability can be activated on your opponents turn.
Sideboard:
Boiling Earth
: For goblin token and Hangarback Walker tokens.
Dispel: Fight against enchantment removal
Rending Volley
: Jace, Mantis Rider, Dragonlord Ojutai, or other blue or white annoying creatures
Roast: Siege Rhino, or any other creatures that are to big to burn
Smash to Smithereens: Hangarback Walker, or the rare
Orbs of Warding
Maybeboard:
Treasure Cruise: Delve away your dead lands to refill your hand. It takes up valuable card slots, and makes the blue splash more intense. Could see adding.
Dig Through Time: Delve away your dead lands to refill your hand. It takes up valuable card slots, and makes the blue splash more intense. Could NOT see adding because of the double blue requirements.
Both these options are second to Day's Undoing because 2 of the best 7 cards or three cards is worse than shuffling and drawing a new grip of seven. The cards your opponent have do not matter because you have enough burn to kill them before their spells matter.